Esempio n. 1
0
        public void Copy(ActorImage node, Actor resetActor)
        {
            base.Copy(node, resetActor);

            m_DrawOrder     = node.m_DrawOrder;
            m_BlendMode     = node.m_BlendMode;
            m_TextureIndex  = node.m_TextureIndex;
            m_VertexCount   = node.m_VertexCount;
            m_TriangleCount = node.m_TriangleCount;
            m_Vertices      = node.m_Vertices;
            m_Triangles     = node.m_Triangles;
            if (node.m_AnimationDeformedVertices != null)
            {
                m_AnimationDeformedVertices = (float[])node.m_AnimationDeformedVertices.Clone();
            }

            if (node.m_BoneConnections != null)
            {
                m_BoneConnections = new BoneConnection[node.m_BoneConnections.Length];
                for (int i = 0; i < node.m_BoneConnections.Length; i++)
                {
                    BoneConnection bc = new BoneConnection();
                    bc.m_BoneIdx = node.m_BoneConnections[i].m_BoneIdx;
                    Mat2D.Copy(bc.m_Bind, node.m_BoneConnections[i].m_Bind);
                    Mat2D.Copy(bc.m_InverseBind, node.m_BoneConnections[i].m_InverseBind);
                    m_BoneConnections[i] = bc;
                }
            }
        }
Esempio n. 2
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        public override ActorComponent MakeInstance(Actor resetActor)
        {
            ActorImage instanceNode = new ActorImage();

            instanceNode.Copy(this, resetActor);
            return(instanceNode);
        }
Esempio n. 3
0
        public virtual void Advance(float seconds)
        {
            if ((m_Flags & Flags.IsDirty) != 0)
            {
                const int MaxSteps = 100;
                int       step     = 0;
                int       count    = m_DependencyOrder.Count;
                while ((m_Flags & Flags.IsDirty) != 0 && step < MaxSteps)
                {
                    m_Flags &= ~Flags.IsDirty;
                    // Track dirt depth here so that if something else marks dirty, we restart.
                    for (int i = 0; i < count; i++)
                    {
                        ActorComponent component = m_DependencyOrder[i];
                        m_DirtDepth = (uint)i;
                        byte d = component.m_DirtMask;
                        if (d == 0)
                        {
                            continue;
                        }
                        component.m_DirtMask = 0;
                        component.Update(d);
                        if (m_DirtDepth < i)
                        {
                            break;
                        }
                    }
                    step++;
                }
            }

            if ((m_Flags & Flags.IsImageDrawOrderDirty) != 0)
            {
                m_Flags &= ~Flags.IsImageDrawOrderDirty;

                if (m_ImageNodes != null)
                {
                    Array.Sort <ActorImage>(m_ImageNodes, sm_ImageDrawOrderComparer);
                    // Mark draw index.
                    for (int i = 0; i < m_ImageNodes.Length; i++)
                    {
                        m_ImageNodes[i].DrawIndex = i;
                    }
                }
            }
            if ((m_Flags & Flags.IsVertexDeformDirty) != 0)
            {
                m_Flags &= ~Flags.IsVertexDeformDirty;
                for (int i = 0; i < m_ImageNodeCount; i++)
                {
                    ActorImage imageNode = m_ImageNodes[i];
                    if (imageNode != null && imageNode.IsVertexDeformDirty)
                    {
                        imageNode.IsVertexDeformDirty = false;
                        UpdateVertexDeform(imageNode);
                    }
                }
            }
        }
Esempio n. 4
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        public static ActorImage Read(Actor actor, BinaryReader reader, ActorImage node = null)
        {
            if (node == null)
            {
                node = new ActorImage();
            }

            ActorNode.Read(actor, reader, node);

            bool isVisible = reader.ReadByte() != 0;

            if (isVisible)
            {
                node.m_BlendMode    = (BlendModes)reader.ReadByte();
                node.m_DrawOrder    = (int)reader.ReadUInt16();
                node.m_TextureIndex = (int)reader.ReadByte();

                int numConnectedBones = (int)reader.ReadByte();
                if (numConnectedBones != 0)
                {
                    node.m_BoneConnections = new BoneConnection[numConnectedBones];

                    for (int i = 0; i < numConnectedBones; i++)
                    {
                        BoneConnection bc = new BoneConnection();
                        bc.m_BoneIdx = reader.ReadUInt16();
                        Actor.ReadFloat32Array(reader, bc.m_Bind.Values);
                        Mat2D.Invert(bc.m_InverseBind, bc.m_Bind);

                        node.m_BoneConnections[i] = bc;
                    }

                    Mat2D worldOverride = new Mat2D();
                    Actor.ReadFloat32Array(reader, worldOverride.Values);
                    node.WorldTransformOverride = worldOverride;
                }

                uint numVertices  = reader.ReadUInt32();
                int  vertexStride = numConnectedBones > 0 ? 12 : 4;
                node.m_VertexCount = (int)numVertices;
                node.m_Vertices    = new float[numVertices * vertexStride];
                Actor.ReadFloat32Array(reader, node.m_Vertices);

                uint numTris = reader.ReadUInt32();
                node.m_Triangles     = new ushort[numTris * 3];
                node.m_TriangleCount = (int)numTris;
                Actor.ReadUInt16Array(reader, node.m_Triangles);
            }

            return(node);
        }
Esempio n. 5
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 protected virtual void UpdateVertexDeform(ActorImage image)
 {
 }
Esempio n. 6
0
        public void Copy(Actor actor)
        {
            m_Animations      = actor.m_Animations;
            m_Flags           = actor.m_Flags;
            m_MaxTextureIndex = actor.m_MaxTextureIndex;
            m_ImageNodeCount  = actor.m_ImageNodeCount;
            m_NodeCount       = actor.m_NodeCount;

            if (actor.ComponentCount != 0)
            {
                m_Components = new ActorComponent[actor.ComponentCount];
            }
            if (m_NodeCount != 0)            // This will always be at least 1.
            {
                m_Nodes = new ActorNode[m_NodeCount];
            }
            if (m_ImageNodeCount != 0)
            {
                m_ImageNodes = new ActorImage[m_ImageNodeCount];
            }

            if (actor.ComponentCount != 0)
            {
                int idx    = 0;
                int imgIdx = 0;
                int ndIdx  = 0;

                foreach (ActorComponent component in actor.Components)
                {
                    if (component == null)
                    {
                        m_Components[idx++] = null;
                        continue;
                    }
                    ActorComponent instanceComponent = component.MakeInstance(this);
                    m_Components[idx++] = instanceComponent;
                    ActorNode nodeInstance = instanceComponent as ActorNode;
                    if (nodeInstance != null)
                    {
                        m_Nodes[ndIdx++] = nodeInstance;
                    }

                    ActorImage imageInstance = instanceComponent as ActorImage;
                    if (imageInstance != null)
                    {
                        m_ImageNodes[imgIdx++] = imageInstance;
                    }
                }
            }

            m_Root = m_Components[0] as ActorNode;

            foreach (ActorComponent component in m_Components)
            {
                if (m_Root == component || component == null)
                {
                    continue;
                }
                component.ResolveComponentIndices(m_Components);
            }

            foreach (ActorComponent component in m_Components)
            {
                if (m_Root == component || component == null)
                {
                    continue;
                }
                component.CompleteResolve();
            }

            SortDependencies();
        }
Esempio n. 7
0
        private void ReadComponentsBlock(BlockReader block)
        {
            int componentCount = block.ReadUInt16();

            m_Components    = new ActorComponent[componentCount + 1];
            m_Components[0] = m_Root;

            // Guaranteed from the exporter to be in index order.
            BlockReader nodeBlock = null;

            int componentIndex = 1;

            m_NodeCount = 1;
            while ((nodeBlock = block.ReadNextBlock()) != null)
            {
                ActorComponent component = null;
                if (Enum.IsDefined(typeof(BlockTypes), nodeBlock.BlockType))
                {
                    BlockTypes type = (BlockTypes)nodeBlock.BlockType;
                    switch (type)
                    {
                    case BlockTypes.ActorNode:
                        component = ActorNode.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorBone:
                        component = ActorBone.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorRootBone:
                        component = ActorRootBone.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorImage:
                        m_ImageNodeCount++;
                        component = ActorImage.Read(this, nodeBlock, makeImageNode());
                        if ((component as ActorImage).TextureIndex > m_MaxTextureIndex)
                        {
                            m_MaxTextureIndex = (component as ActorImage).TextureIndex;
                        }
                        break;

                    case BlockTypes.ActorIKTarget:
                        component = ActorIKTarget.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorEvent:
                        component = ActorEvent.Read(this, nodeBlock);
                        break;

                    case BlockTypes.CustomIntProperty:
                        component = CustomIntProperty.Read(this, nodeBlock);
                        break;

                    case BlockTypes.CustomFloatProperty:
                        component = CustomFloatProperty.Read(this, nodeBlock);
                        break;

                    case BlockTypes.CustomStringProperty:
                        component = CustomStringProperty.Read(this, nodeBlock);
                        break;

                    case BlockTypes.CustomBooleanProperty:
                        component = CustomBooleanProperty.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorColliderRectangle:
                        component = ActorColliderRectangle.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorColliderTriangle:
                        component = ActorColliderTriangle.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorColliderCircle:
                        component = ActorColliderCircle.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorColliderPolygon:
                        component = ActorColliderPolygon.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorColliderLine:
                        component = ActorColliderLine.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorNodeSolo:
                        component = ActorNodeSolo.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorJellyBone:
                        component = ActorJellyBone.Read(this, nodeBlock);
                        break;

                    case BlockTypes.JellyComponent:
                        component = JellyComponent.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorIKConstraint:
                        component = ActorIKConstraint.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorDistanceConstraint:
                        component = ActorDistanceConstraint.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorTranslationConstraint:
                        component = ActorTranslationConstraint.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorScaleConstraint:
                        component = ActorScaleConstraint.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorRotationConstraint:
                        component = ActorRotationConstraint.Read(this, nodeBlock);
                        break;

                    case BlockTypes.ActorTransformConstraint:
                        component = ActorTransformConstraint.Read(this, nodeBlock);
                        break;
                    }
                }
                if (component is ActorNode)
                {
                    m_NodeCount++;
                }

                m_Components[componentIndex] = component;
                if (component != null)
                {
                    component.Idx = (ushort)(componentIndex);
                }
                componentIndex++;
            }

            m_ImageNodes = new ActorImage[m_ImageNodeCount];
            m_Nodes      = new ActorNode[m_NodeCount];
            m_Nodes[0]   = m_Root;

            // Resolve nodes.
            int imgIdx = 0;
            int anIdx  = 0;

            ActorComponent[] components = m_Components;
            for (int i = 1; i <= componentCount; i++)
            {
                ActorComponent c = components[i];
                // Nodes can be null if we read from a file version that contained nodes that we don't interpret in this runtime.
                if (c != null)
                {
                    c.ResolveComponentIndices(components);
                }

                ActorImage ain = c as ActorImage;
                if (ain != null)
                {
                    m_ImageNodes[imgIdx++] = ain;
                }

                ActorNode an = c as ActorNode;
                if (an != null)
                {
                    m_Nodes[anIdx++] = an;
                }
            }

            for (int i = 1; i <= componentCount; i++)
            {
                ActorComponent c = components[i];
                if (c != null)
                {
                    c.CompleteResolve();
                }
            }

            SortDependencies();
        }
Esempio n. 8
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        protected override void UpdateVertexDeform(ActorImage image)
        {
            GameActorImage actorImage = image as GameActorImage;

            actorImage.DeformVertexBuffer.SetData(actorImage.AnimationDeformedVertices);
        }